A Model for Utilizing the Potential of Gamification in Learning

Sara Nazififard, S. Jafari, H. Z. Matin, H. Yazdani
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引用次数: 1

Abstract

In learning contexts, gamification is a technique to motivate learners and enhance their participation in learning activities by applying game elements and components. But it still pays little attention to using gamification in Adult learning activities. Through a systematic literature review, this study investigates the literature on the motivational and behavioral theories underlying gamification in the context of learning to synthesize the essential factors to improve learning outcomes. This paper presents a conceptual model of gamification in a learning context. A theory-driven model was created in order to categorize into a multi-dimensional model. In addition, this model can be extended to any kind of games not only educational games because the whole gaming experience is based on the same theory as human learning. It originates from behavioral science and it has progressed well-stablished learning algorithm. By investigating and synthesizing the earlier studies and categorizing them in accordance with a contemporary approach, a conceptual model for gamification of adult learning has been proposed. Then in order to validate and test this theory-driven model should be implemented and tested in experimental studies involving organization employees.
一种利用游戏化学习潜力的模式
在学习环境中,游戏化是一种通过应用游戏元素和组件来激励学习者并提高他们参与学习活动的技术。但在成人学习活动中,游戏化的应用仍未得到重视。本研究通过系统的文献综述,对游戏化在学习情境下的动机理论和行为理论进行了梳理,综合了提高学习效果的要素。本文提出了一个学习情境下的游戏化概念模型。建立了理论驱动模型,将其分类为多维模型。此外,这个模型可以扩展到任何类型的游戏,而不仅仅是教育类游戏,因为整个游戏体验都是基于与人类学习相同的理论。它起源于行为科学,并发展了完善的学习算法。通过对早期研究的调查和综合,并根据当代方法对其进行分类,提出了成人学习游戏化的概念模型。然后,为了验证和检验这个理论驱动的模型,应该在涉及组织员工的实验研究中实施和检验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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